using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GameEngine.Managers.IManagers;
using GameEngine.Managers.ConcreteManagers;
using GameEngine.Entities;
using GameEngine.Scenes;
using PvT.Entities;
using PvT.Scenes;
using GameEngine.EntityComponents;
using GameEngine.Camera;
using PvT.Scenes.Screens;

namespace PvT
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        #region Fields

        private GameEngine.GameEngine gameEngine;
        private GraphicsDeviceManager graphics;
        private SpriteBatch spriteBatch;
        private FPS.FPS fps;

        private int windowWidth;
        private int windowHeight;

        #endregion

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            
            Content.RootDirectory = "Content";

            fps = new FPS.FPS(this);
            Components.Add(fps);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Setup the window to be a quarter the size of the desktop.
            windowWidth = graphics.GraphicsDevice.DisplayMode.Width / 2;
            windowHeight = graphics.GraphicsDevice.DisplayMode.Height / 2;

            graphics.PreferredBackBufferWidth = windowWidth;
            graphics.PreferredBackBufferHeight = windowHeight;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);
            gameEngine = new GameEngine.GameEngine(this);

            Scene menuScene = new MainMenuScreen(this);
            gameEngine.PushScene(menuScene);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        { }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            gameEngine.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            gameEngine.Draw(gameTime);
            base.Draw(gameTime);
        }
    }
}